Sorcerer
Base Class: Sorcerer

Your innate magic comes from the mysterious energies of the Astral Plane, the space between everything. You might trace your lineage to an entity from this plane, or perhaps you were somehow exposed to Astral energy and transformed by it. As such, you find yourself under a nearly constant "pull" from that plane, as though it is trying to displace you or even remove you from reality. If you give in to the pull, you find yourself instantly transported from one location to another. Your powers may initially manifest in erratic, unpredictable, ways...but you think you can learn to control them.

Voidwalkers can become masters of self-defense, using their abilities to escape fights and danger, but those with this power will often find a way to use it to a larger benefit than their own. Quickly aiding downed allies, bringing a party member a dropped or lost weapon, pulling a healer out of the way of a dragon's breath: all ways a Sorcerer of this skill can find their truest potential with the powers imbued to them.

Unbound Movement

Your void magic makes it difficult for others to keep hold of you or catch you unaware. Standing up from prone and breaking grapples now only take 5 feet of your movement, as you can teleport minute distances with ease. You appear in an unoccupied space you can see within 5 feet of where you were. Additionally, you gain a bonus equal to your Charisma modifier to initiative.

Voidwalk

At 3rd level, you gain the ability to teleport frequently at short distances. You can use your bonus action to teleport yourself a distance equal to 10 times your proficiency modifier to an unoccupied space you can see. This costs no spell slots, but can be affected by the following metamagics (if they are known) at the cost of 1 Sorcery Point each:

Distant Spell - You can double the range of your Voidwalk for this turn.

Twinned Spell - You can bring another person with you when you Voidwalk, as long as they are within touching range and willing.

You can use this feature a number of times equal to your Proficiency bonus. You regain any expended uses when you finish a short or long rest.

Constant Displacement

At 6th level, your natural affinity for teleportation makes you harder to hit. While you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You have advantage on Dexterity saving throws.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you use your Voidwalk before doing anything else on that turn.

Void Savant

At 14th level, your skill at Voidwalking has become finely honed.

Advanced Voidwalk. Using Voidwalk now allows you to make 2 teleport movements in one turn, costing only your bonus action for both. Upon using Voidwalk to teleport once in a turn, you can expend the second use that turn to take the dodge action instead of teleporting. Spending a Sorcery Point on Metamagics for Voidwalk applies to both teleport movements, if used.

Void Rebound. Upon casting a teleportation spell, you can spend 4 sorcery points any time in the next minute to return to the location you cast the spell using your Voidwalk. Doing this once allows you to Voidwalk between the two locations with no extra cost for 1 minute.

Televasion. You can spend 1 sorcery point to use your reaction to teleport up to your Voidwalk distance in response to 1) an incoming attack against you, or 2) certain area effects. This reaction can be made in the following manner:

  • For attacks, if you take this reaction before the outcome of the attack roll is determined, the attack misses you completely. If you take this reaction after the attack roll hits you, you take half the damage from the attack, and all other effects from the attack are resolved as normal.
  • For area effects, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Metamagics can be used with this reaction the same way they can be applied to Voidwalk. Any willing creature you take with you via Metamagic gains the benefits of this reaction against attacks and area effects.

Telemastery

At 18th level, movement through the Void is nothing to you now, and reality flickers around you.

Telemobile. Instead of a normal movement, you can choose to teleport up to your movement distance. This doesn't require the use of Voidwalk to do so. Additionally, when casting a spell of 1st level or higher, you can teleport up to 30 feet after you cast it as a free action. This does not count against your movement for the turn.

Void Expulsion. You can force another unwilling creature within melee range of you through a Voidwalk. When you expend a use of Voidwalk, you can use your action to make a melee spell attack roll against a creature. On a successful hit, you teleport the target to any location that you can see within {{10*proficiency}} feet. You may choose to teleport yourself along with the target. Regardless of whether the attack is successful, this counts as one of your two Voidwalk teleports this turn. This Metamagics can be used with this ability the same way they could be applied to Voidwalk. Roll a separate melee spell attack for each additional unwilling creature you attempt to teleport.

Mass Transit. All creature limits for teleportation spells are doubled for you.

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